|Unofficial rules compendium|
Publisher Purple Duck Games, Author Aaron Hollingsworth, development Carl Cramér.
Sometimes the desire to fight and protect is so strong, it ignites the blood with war magic. Spellfighters are sorcerer-like warriors, an arcane embodiment of battle. Their magic serves no practical purpose other than to destroy foes and protect allies; and a spellfighter would have it no other way.
Spellfighters have all the class features of fighters, except as noted.
The spellfighter's class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana), Knowledge (dungeoneering) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magical Device (Cha).
Armor and Weapon Proficiency
A spellfighter is proficient with all simple and martial melee weapons and all simple ranged weapons. A spellfighter is also proficient with light armor. He can cast spellfighter spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a spellfighter wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass spellfighter still incurs the normal arcane spell failure chance for arcane spells received from other classes. This alters weapon and armor proficiency.
A spellfighter casts arcane spells drawn from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level. To learn or cast a spell, a spellfighter must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellfighter’s spell is 10 + the spell level + the spellfighter’ Charisma modifier. A spellfighter can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Spellfighter Spells. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A spellfighter’ selection of spells is extremely limited. A spellfighter can only select spells from the wizard spell list that are of the abjuration and evocation schools or the conjuration (creation) subschool and no higher than spell level 6. A spellfighter cannot cast spells of level 7 or higher. All other sorcerer/wizard spells are not on the spellfighter's spell list and he cannot use this ability to use spell trigger items (wand, staff) or spell completion items (scrolls) of such spells.
A spellfighter begins play knowing four 0-level spells and two 1st-level spells of the spellfighter’ choice. At each new spellfighter level, he gains one or more new spells as indicated on Table: Spellfighter Spells Known. Unlike spells per day, the number of spells a spellfighter knows is not affected by his Charisma score. The numbers on Table: Spellfighter Spells Known are fixed.
Upon reaching 4th level, and at every third spellfighter level thereafter (7th, 10th, and so on), a spellfighter can choose to learn a new spell in place of one he already knows. In effect, the spellfighter “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A spellfighter may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. This replaces all bonus combat feats.
Cantrips: Spellfighters learn a number of cantrips, or 0-level spells, as noted on Table: Spellfighter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
A spellfighter is focused and gains a +2 bonus on all concentration checks.
Mandatory Spellstrike (Su)
Whenever a spellfighter casts a spell with a range of “touch” gained from the spellfighter class, he must deliver the spell through a weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a spellfighter can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range, modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. The spellfighter can choose not to deal damage with this attack.
When a spellfighter casts a spell that delivers a ranged touch attack, he resolves that spell against the normal armor class of the target instead of the target's touch armor class.
Weapon Group: Touch Spells
A spellfighter treats ranged touch spells as a weapon group. He can select this weapon group when he gains weapon training and apply its bonuses to these spells as though they were weapons. This is a modification of the weapon training ability.
Medium Armor (Ex)
At 7th level, a spellfighter gains proficiency with medium armor. A spellfighter can cast spellfighter spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a spellfighter wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Heavy Armor (Ex)
At 11th level, a spellfighter gains proficiency with heavy armor. A spellfighter can cast spellfighter spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a spellfighter using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
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